I'm currently working on a game with an "infinite" programmatically generated terrain.
The terrain is being generated by creating a heightmap using simplex noise.
I've followed a tutorial and ended ...

I'm trying to implement a GPU based height map the simplest (and fastest) way that I know how. I passed a (.png, D3DX11CreateShaderResourceViewFromFile()) texture into the shader, and I'm attempting ...

I'm rendering a height map using shader-based OpenGL (3.3 to be precise). The height map data is from a grayscale bitmap (2D array of bytes). The dimension of the bitmap is 256 x 256.
With this data, ...

I'm trying to load a PhysX 3.3 heightmap and render it with OpenGL using glm and glfw, but so far it doesn't seem to be working. I'm basing my code on the PhysX samples, and am also using FreeImage to ...

I'm brand new to OpenGL and have been trying my hand modern openGL.
A few days ago, I tried to create some terrain by using a heightmap stored in a grayscale 32-bit BMP. I am using SDL 2.0, GLEW and ...

I am trying to get a terrain rendering system I wrote a while ago with LWJGL. This terrain rendering system is quite simple: a quad mesh is split as the camera moves closer to it, each time a new quad ...

Im attempting to implement a simple height field water surface simulation outlined in Matthias Muller's GDC 2008 talk. "http://www.matthiasmueller.info/talks/gdc2008.pdf"
I can't seem to see why it ...

I got a full functioning heightmap loader, however I can only use one texture. Now I want to implement more textures (like diffrent textures depending on heights ect, Possibly a structure that makes ...

So far I have been using normal avering to calculate the normals for my vertices in my heightmap, with good graphical result (see picture), however it is terribly slow. With a incresing image size the ...

I am using a framebuffer to procedurally create heightmaps with perlin noise in GLSL shaders. There are two main problems that I am experiencing with this. I have a quadtree for the terrain and in the ...

I am working in OpenGL, and I am trying to create terrains using height maps.
I am using my own functions to load a TGA image, and in order to pass data to heightmap vertex shader I need to retrieve ...

I'm trying to work out how to do so my player position takes into the account of the floor so if I generate a floor that is hilly when I walk I won't walk through the heel. The problem is that I'm not ...

Originally I was doing all terrain calculations in a vertex shader and simple modifying the positions of the vertices from there. I would now like to use normal maps and I cannot think of any way of ...

Im trying to find the "best way" to apply a texture to a heightmap with opengl 3.x.
Its really hard to find something on google because tutorials are olds and they're all using different methods, im ...

To a pixel shader of a 2D game, I'm passing a 1-row heightmap that holds the height in UV coordinates of evenly distributed points throughout the texture I'm drawing, but as for n points there will ...

I've just started learning 3d stuff and want to make minecraft clone, cause cubes are easy ( I hope ) :)
Arleady wrote chunk creation, menagement and displaying and want to generate nice terrain, but ...

I am creating a racing game using visual studio 2010 and xna 4.0. I'm trying to create some simple physics so my car sticks to the heightmap I have created within my game world and the model adjusts ...

I'm having difficulties with my project. I'm quite new in XNA. Anyway, I'm trying to make 3D game and I'm already stuck on one basic thing. I have terrain made from a heightmap, and an avatar model. I ...

I've recently been trying to blend multiple textures based on the height at different points in a heightmap. However i've been getting poor results. I decided to backtrack and just attempt to recreate ...

This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to ...